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Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9343411" data-attributes="member: 6790260"><p>Certainly. As others said, playing around with both spending HD and increasing the rate at which you regain them seems very appropriate, and helps distinguish the Warlord from other classes on a purely mechanical level. They'd likely also make use of THP (perhaps a core buff action could grant attack or AC bonuses and THP?), and I could see them making good use of the "if you have no uses of this ability, you regain the use of it when you roll initiative" type of refresh. Other classes occasionally feature that as a high-level benefit; having the Warlord use it from first level would again be distinctive and noteworthy, though not a mechanical foundation on its own.</p><p></p><p>Drawing together other things, like letting people replace D20 rolls with their raw stat scores (at -5 or whatever), amplifying Advantage (e.g. the way Elven Accuracy does), mitigating penalties like Disadvantage, setting a floor roll value, bringing back the 4e [W] notation, etc.--there's lots of mechanical bits and bobs we could use to make a Warlord that fits within the 5e mechanical language, or takes only a very small step outside it, while having a distinctive and noteworthy identity.</p><p></p><p>And--not to bring back in the "let's make fractal classes" thread too much--this is one of the really <em>really</em> big benefits of the "Warlock" class style. With Strategies(/Exploits/whatever, the per-short-rest effects) and Tactics(/Tricks/whatever, the usually always-on effects), you can actually <em>empower</em> DMs to help curate the kind of experience they want to have. Some would probably just ban the Warlord outright, but for those who are okay with the general <em>idea</em> of a Warlord but want to minimize martial healing as much as possible, having things cordoned off into clearly-identifiable mechanical chunks empowers DMs to say, "You can play a Warlord, but please don't take the following Strategies: Rub Some Dirt In It, Squad At The Ready, and Don't You Die On Me, nor the following Tactics: Effusive Inspiration, Tactical Triage, and Guts and Glory." Perhaps have a sidebar calling out which things are healing-related so those who just get deeply offended by the very idea of martial healing can mitigate it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9343411, member: 6790260"] Certainly. As others said, playing around with both spending HD and increasing the rate at which you regain them seems very appropriate, and helps distinguish the Warlord from other classes on a purely mechanical level. They'd likely also make use of THP (perhaps a core buff action could grant attack or AC bonuses and THP?), and I could see them making good use of the "if you have no uses of this ability, you regain the use of it when you roll initiative" type of refresh. Other classes occasionally feature that as a high-level benefit; having the Warlord use it from first level would again be distinctive and noteworthy, though not a mechanical foundation on its own. Drawing together other things, like letting people replace D20 rolls with their raw stat scores (at -5 or whatever), amplifying Advantage (e.g. the way Elven Accuracy does), mitigating penalties like Disadvantage, setting a floor roll value, bringing back the 4e [W] notation, etc.--there's lots of mechanical bits and bobs we could use to make a Warlord that fits within the 5e mechanical language, or takes only a very small step outside it, while having a distinctive and noteworthy identity. And--not to bring back in the "let's make fractal classes" thread too much--this is one of the really [I]really[/I] big benefits of the "Warlock" class style. With Strategies(/Exploits/whatever, the per-short-rest effects) and Tactics(/Tricks/whatever, the usually always-on effects), you can actually [I]empower[/I] DMs to help curate the kind of experience they want to have. Some would probably just ban the Warlord outright, but for those who are okay with the general [I]idea[/I] of a Warlord but want to minimize martial healing as much as possible, having things cordoned off into clearly-identifiable mechanical chunks empowers DMs to say, "You can play a Warlord, but please don't take the following Strategies: Rub Some Dirt In It, Squad At The Ready, and Don't You Die On Me, nor the following Tactics: Effusive Inspiration, Tactical Triage, and Guts and Glory." Perhaps have a sidebar calling out which things are healing-related so those who just get deeply offended by the very idea of martial healing can mitigate it. [/QUOTE]
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